Back in May we introduced
a special Beta branch which included the new work-in-progress modular cars. This later made it into Staging, and now modular cars have reached the main game.
These have been in concept limbo for a long time, with the earliest concepts coming from exactly five years ago in
DevBlog 67.
A
follow-up blog imagined how they might work, and eventually a full set of placeholder modules got made, sometime before I joined the Rust team.
When a few of us joined the team last year, my previous experience coding vehicles (and in fact, modular ones) got me the job of making modular cars a reality, along with specifications from Helk, new 3D models for all modules from Thai, audio from Alex (Rehberg), art and icons from Howie, and FX from Petur. And a lot of code review from André who resolutely read through screeds of changes. When the Vehicles branch finally merged into the Main branch on the 9th of June, there were almost 2,500 new or changed files.
So here we are today. Functionality may still change and modules may still be added, but modular cars are now ready. So how do you get one?
How it all works
Currently modular cars can be found around the map near roads, with a semi-random selection of modules attached. Minicopters and Scrap Helicopters
don't spawn on roads anymore - see elsewhere in this blog post for the new information on those. Cars come in three chassis varieties; essentially short, medium, and long.
Rather than repeat nearly everything here, please see
the "Getting Your Car Going" section of the earlier Vehicles Beta blog post for all the information on how to obtain and maintain a modular car (if that link doesn't take you to the right section, try refreshing the page again).
The major difference between that post and now is that you
can now craft vehicle modules yourself - it's only the chassis that can't be crafted. You're also now able to add a lock to your car at a vehicle lift, which will prevent access without a key.
Central locking
A lock can be added to a modular car at a vehicle lift. One "lock" adds locks to all doors and loot areas on the car, protecting access to the mount points as well as to the engine bay(s) and any storage. The initial lock comes with one key (unlike door locks, even the creator requires a key for access), and more keys can be generated if desired.
The car's doors are locked by default when there's no-one inside. Once someone is in, they can use the central locking switch to unlock the doors if they like, so that people without keys can get into the other seats.
To break into a car without a key, one of its cockpit modules (one with a driver's seat) must be reduced to 15% health or less. At that point the lock can be broken with an interaction.